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Unbelievable Bluff?
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<blockquote data-quote="keterys" data-source="post: 4955023" data-attributes="member: 43019"><p>You could even have the PC switching from passive Insight to active as being suspicious in nature.</p><p></p><p>Ie, you roll the NPC's Bluff, it beats the PCs passive, and they later go to make an active Insight on top of the passive they already made, effectively scrutinizing the NPC's voice and words more closely. So the NPC could start being more careful of what he says, since they're paying more attention... one possible way to approach it anyways.</p><p></p><p>This problem actually highlights something I've been seeing a lot of, though... it feels like it's too easy to bombard the DM with checks sometimes, and it _drastically_ changes the odds to go from 'one opposed check' to 'one check against six rolls'. It also makes the skill challenge system feel wrong if people are using to just checking dice all over the place at the drop of a hat.</p><p></p><p>I don't recall the name of the indy RPG I read the other day, but it basically was that every check has to be for a real gameplaying reason and you make one check, then live with it. If you fail, then you can't just make another check to suddenly succeed. Instead take narrative control and dictate how you fail and continue to fail (or stop trying). Was interesting, anyhow.</p></blockquote><p></p>
[QUOTE="keterys, post: 4955023, member: 43019"] You could even have the PC switching from passive Insight to active as being suspicious in nature. Ie, you roll the NPC's Bluff, it beats the PCs passive, and they later go to make an active Insight on top of the passive they already made, effectively scrutinizing the NPC's voice and words more closely. So the NPC could start being more careful of what he says, since they're paying more attention... one possible way to approach it anyways. This problem actually highlights something I've been seeing a lot of, though... it feels like it's too easy to bombard the DM with checks sometimes, and it _drastically_ changes the odds to go from 'one opposed check' to 'one check against six rolls'. It also makes the skill challenge system feel wrong if people are using to just checking dice all over the place at the drop of a hat. I don't recall the name of the indy RPG I read the other day, but it basically was that every check has to be for a real gameplaying reason and you make one check, then live with it. If you fail, then you can't just make another check to suddenly succeed. Instead take narrative control and dictate how you fail and continue to fail (or stop trying). Was interesting, anyhow. [/QUOTE]
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Unbelievable Bluff?
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